Scaling in 3d applications is something developers never learn.
Isn't overdraw a blended alpha problem? If you use hard alphas doesn't the problem go away?
Just wondering do u have courses on skillshare or Udemy? 🙂
I watched this on vr
"blurring things takes resources, so roughness can be expensive to use": no, modern pbr based engines use the mip chain of reflection probes to simulate roughness; rough things are cheaper than shiny things as a result, since they sample at a lower res mip level. (roughness on ssr can be more expensive though, but ssr in VR is a no no as mentioned in the video, and by default most ssr will use a low roughness cutoff and not handle roughness at all, falling back to probe)
As far as I know, there's no "double render" in VR because, as you mention is expensive. The stereo image is one of the final steps and it does not render a double camera but a double matrix AFAIK, meaning that textures, object light and all that is only rendered once, and the final step is to split and create the two angles for each eye
Love this. Great video. Thanks a ton!
Can you tell me which is best laptop for smooth running blender.
Really good tips — thanks !
I wish I had Oculus Rift. And a gaming pc.
Hi blender cookie I’ve been trying to get into blender and I’ve been wondering where to start?
Normal maps look usually just like a texture map at a closeup shot. Especially on a flat surface. Or do you experience anything else?
can you update features of an asset?
I'm really new to blender and my ultimate project is for VR. This is really helpful as I am still learning the basics.
0:33 what addon is that?
thanks for the tips really good vid
How export to vr. From blender
Scaling in 3d applications is something developers never learn.
Isn't overdraw a blended alpha problem? If you use hard alphas doesn't the problem go away?
Just wondering do u have courses on skillshare or Udemy? 🙂
I watched this on vr
"blurring things takes resources, so roughness can be expensive to use": no, modern pbr based engines use the mip chain of reflection probes to simulate roughness; rough things are cheaper than shiny things as a result, since they sample at a lower res mip level. (roughness on ssr can be more expensive though, but ssr in VR is a no no as mentioned in the video, and by default most ssr will use a low roughness cutoff and not handle roughness at all, falling back to probe)
https://youtu.be/Djx5WltmTUU?t=6m
Sharing same materials doesn't create less drawcalls, does it?
As far as I know, there's no "double render" in VR because, as you mention is expensive. The stereo image is one of the final steps and it does not render a double camera but a double matrix AFAIK, meaning that textures, object light and all that is only rendered once, and the final step is to split and create the two angles for each eye
Love this. Great video. Thanks a ton!
Can you tell me which is best laptop for smooth running blender.
Really good tips — thanks !
I wish I had Oculus Rift.
And a gaming pc.
Hi blender cookie I’ve been trying to get into blender and I’ve been wondering where to start?
I appreciate